ANEURISM IV

ANEURISM IV

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New Jobs and You, The Proletariet (Version 15c)
By Freaklobo
Version 15 brings a rework to many prole jobs. This guide covers these changes to familiar tasks.
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Introduction
The release of Version 15 has changed many jobs meant for proles to complete. This guide will cover the changes seen to Laundry, Greenhouses, and Metalworks. Aspects that remain unchanged will be mentioned, but not covered. Distillery and Ration Factory as a whole remain the same as previous versions, and will not be covered. This guide is meant to familiarize old and new players alike on how to complete these tasks, and is not a complete guide on jobs.

Errors may be contained within, and I will do my utmost to correct and add any information missed.
Laundry
Laundry remains relatively unchanged. Dirty Laundry is collected, washed, dried, folded, and deposited for a 10% anamnecyte gain per piece of Folded Laundry. However, there are new mechanics that will alter the standard workflow.

Laundry is still acquired by using the Laundry Request Lever. Dirty Laundry will be quickly dispensed as it was before Version 15, now coming in batches of three to four. However, subsequent uses of the lever are locked behind a per-player, global 105 second timer (1 minute, 45 seconds). This cool down is similar to the Wartime bomb parts, being tracked per-player, and is shared between both the Wartime Square laundromat, and the Underground laundromat. The timer is just short enough to allow a player to complete the load of laundry they were first given before requesting a second.

Both laundromats now come with a smoke detector, found between the two light fixtures above the folding table. This smoke detector starts operational and silent, but will eventually become damaged and break. Once broken, it will begin emitting intermittent chirps, which removes 5 percent of your sanity with every beep.

Liquidators and Sanitars can repair broken Smoke Detectors for a 10% anamnecyte gain.
Metalworks
Metalworks has had an extensive rework, containing new workstations and new mechanics. There are many changes to the interior, including a new workshop, but the layout remains similar. The goal of the P.L.F. Metalworks is to exclusively produce Galvanized Metal Ingots. Galvanized Metal Ingots take the place of the old Metal Ingot, and are used for all the same purposes. The player can earn a total of 20% anamnecyte gain through the process of smelting ingots, ingots can be loaded into crates for a 20% gain each, and an additional 10% gain when the full crate of 8 Galvanized Metal Ingots is stamped. Or, they can be turned into Axles and Metal Plates at the new Machine Shops, covered in the next section.









The new wasteland is much smaller than the previous iteration, and features no precarious staircase to be shoved down. It is a small valley that is lined on both sides with the new Metal Ore and Coal node that are both collected by beating the node with any environment damaging melee weapon. A similar amount of nodes spawn as previous, and respawn just as quickly. The ratio of Coal to Ore to create ingots is no longer 1:1, and will be explained further down.
Along with the previous workshop location, a new workshop has been added. The new workshop is found by going left from the Tool Request, its entrance opposite the large, blue shipping containers. It is exactly the same as the main one, and is simply an auxiliary space to provide more work stations.
Once you have collected your ore and coal, you can bring it into one of the two workshops. Inside is a solitary forge, and an accompanying quench tank. To create Galvanized Metal Ingots, the forge must first be fueled. The forge can be fueled with either Coal or Wood, both performing the same. The first three pieces of fuel will last for 40 seconds each, but do not bring the forge to smelting temperature. The fourth piece and onward will each add an additional 20 seconds of fuel to the forge, and will be able to bring it to an optimal temperature. The forge has come up to a proper temperature when it begins crackling and spitting out sparks.

When fueled with four pieces of fuel: the forge will heat up for 60 seconds, be at smelting temperature for 20 seconds, then will cool down for 60 seconds before returning to an inactive state. Were five pieces of fuel used, the smelting temperature would be held for 40 seconds instead, and so on for increasing fuel count.

To begin smelting, place Metal Ore inside a hot forge. It will begin to glow and the flavor text will change to reflect its status. When the ore is hot enough, the flavor text will say "Give it a beating." This is when the player must strike the metal ore with a melee weapon. Make sure to Grab the ore to hold in place, otherwise the melee strikes will send it scattering deeper into the forge.




After enough beating, the Metal Ore will turn into a Weak Metal Ingot, and earn the player a 10% anamnecyte gain. The Weak Metal Ingot's flavor text will also give you information on its state, as it must be hot to properly quench. When the text reads "Cool it, quick!", the ingot is hot enough to quench.



To quench a hot Weak Metal Ingot, simply turn around from the forge and place it in the quench tank. It will finally be transformed into a Galvanized Metal Ingot and earn you a 10% anamnecyte gain. You can either load the finished ingots into crates, use them for crafting, or use them at a Machine Shop.
Machine Shop
The new Machine Shops need little explanation, as they are the missing components from the old Metalworks. Containing a Generator, three Lathes for turning axles, and two Rolling Mills for pressing Metal Plates, everything functions the same as before. In addition, they now feature loading docks with crates that require either Axles or Metal Plates. These give a 20% anamnecyte gain per piece loaded, along with a 10% gain when the crate is stamped.
The new Machine Shops are located in out of the way locations. The first can be found in the back alley of the Wartime Square apartment blocks, just across from the Neuroconsole found behind Distillery. The second Machine Shop can be located at the Docks, opposite of the Red Lion bar, and directly next to the lone shop.
Greenhouses
Greenhouses have also been reorganized and the layout changed. The three separate greenhouses remain, along with the back alley entrance to the club tunnels. Most noticeably in the center of the gardens is the imposing Slop Tower. The mechanic for feeding the greenhouse crops has changed also, requiring the player to use a Jerrycan to feed the plants with slop from the Slop Tower.

The Slop Tower is an old water tower that has been filled with the most hideous, yet most fertilizing concoction in the city. It will pour a deluge - of mostly blood - down from its reservoir for upwards of ten minutes before running dry and ceasing for a few minutes. Players have no control over when the Slop Tower pours its contents.



The slop can be collected by placing an empty Jerrycan under the flow, behaving similarly to the process of collecting Biofuel from a refinery.













The Slop Can can then be used to feed a Cradle by simply bringing the Slop Can near it. The crop will consume the slop and empty the Jerrycan. Crops will still grow in three cycles like before Version 15, however the growth time has been dramatically reduced to a mere 20 seconds per cycle. After the third cycle of growth, the crop will be ready for harvest.
8 Comments
Uncle Sam 21 Jul @ 7:54pm 
good stuff here.
Freaklobo  [author] 5 Jul @ 3:29am 
At present, the Machine Shops are less efficient for anamnecyte gain than just regular Metalworks, yes. If I'm not mistaken, Version 15c reduced the anamnecyte value of machined parts. Prior versions had the machined parts valued at 40% gain, as opposed to the current 20%. I'm still unsure if this was an intended change from the developers, or if it is a bug/oversight.
The_MixMaster™ 4 Jul @ 5:50pm 
So is there a point to running to the machine shop now that it isn't 40% anamnecyte gain per machined piece? I know the crates fill with less items dropped, but that's kind of irrelevant for the added effort. (Outside of crafting guns that is)
Freaklobo  [author] 21 Jun @ 12:00am 
Thank you, whitewolf1081, for bringing this to my attention. It seems Wood is treated the same as Coal in the forge. Or at least, I couldn't find a difference. The guide has been updated accordingly, thanks to you.
whitewolf1081 17 Jun @ 9:29pm 
Thanks for the explanation on heating furnaces. No one i asked seemed entirely sure how it worked.

Also i think you can use wood to fuel them too? Not sure, i tossed a piece of wood i had in one out of curiosity and it did accept it like coal. No clue if wood is treated the same as coal or if it even counts and what i did was a glitch.
Wise 17 Jun @ 11:23am 
Ok update, not fortunate or unfortunate.
cook 17 Jun @ 5:54am 
Good update, fortunate
Prop Chucker 13 Jun @ 4:37pm 
Update sucks, unfortunate